Effect | By casting your mind out of your body and into the expanses
of the cosmos, your character can visit places and experience
their splendor without risk to the mortal form. Upon casting
the spell, you awaken outside your body in the astral realm.
Usually awakening one or two meters above the ground, your
astral form swims in the ether, invisible to mortal eyes. You
can travel anywhere on the planet where the strange currents
of the astral realm’s ebb and flow, but to awaken again, you
must be able to journey back to your body.
Astral characters can still be harmed, but unless the
attack is from an occult element or fellow astral denizen,
you will generally be safe. Contact with base elements such
as earth, stone, ice, water, fire and strong wind inflicts 2d6
burning damage. Other weapons of primary elemental
nature (not alloys) deal damage as normal. Regular weapons
act as if the target has 4d6 Cover at all times, and targeting
an astral traveler is at an Epic (D5) Difficulty. Astral travelers
are unable to utilize armor, but can seek cover as normal.
Conan Rules, p173 |